Alternatively, use DonutArnold's Blender template to render the giant thing as a SHP unit. https://ppmforums.com/post-603249/blender-templates-tdra-ts-ra2/#603249
The details won't be lost or look ugly in-game as they would if you use voxels.
Then you'll have to push those 32 renders of 32 facings into LKO's ImageShaper and make it create the SHP.
https://ppmforums.com/topic-44476/image-shaper/ _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Mon Jun 28, 2021 11:54 pm Post subject:
This reminds me of that stupid vehicle in Original War, the Behemoth. It would be easy to convert but without a good multiple weapons support (multi turrets), I don't see it having much use right now. QUICK_EDIT
The Russians actually built several round warships in the late 1870's. Their large displacement meant that they could be fitted with heavy armor & some of the biggest guns of the time. The large frontal area created a lot of drag though, making them very slow & some times difficult to control.
I see.. so it's my understanding that voxels are turned into 2D images in real time while SHP are rendered as they are. Is there any difference between voxels and shps then? I mean could a mod just use shps for everything in the game or is there a caveat for using them? QUICK_EDIT
I remember explaining this on reddit a long time ago.
The gist of it is that VXLs are far less detailed than SHPs, unless you mess a lot with the bounds and transformation matrix of the VXL, and the details will probably look ugly.
However any changes, even by a pixel, are carried over to all rotations just fine.
SHPs are far more detailed than VXLs can be.
Downside is if you change only one pixel that change won't carry over to the other rotations like with VXLs.
VXLs are "true" 3D models rendered in real-time by the game, SHPs are renders of 3D models; models either Westwood or someone else created, and most likely were lost to time, so now only the renders remain. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I see.. so it's my understanding that voxels are turned into 2D images in real time while SHP are rendered as they are. Is there any difference between voxels and shps then? I mean could a mod just use shps for everything in the game or is there a caveat for using them?
shp unit cannot "tilt" on slope and when hit by Rocker warheads, so it is usually not a good idea to make shp wheeled/tracked vehicles, but walkers (hva animation is hard to make and adjust) and jumpjets can usually ignore these disadvantages.
vxl also cannot be bigger than 256 leptons (4 cells long) in any direction, or game won't render it properly, but shp does not have this limit. On the other hand, AircraftTypes does not accept shp, only vxl works, and InfantryTypes does not accept vxl, only shp works (sequences need shp frame indexes).
vxl units must have vxl turrets, while shp units can have either vxl or shp turrets. vxl also have the barrel recoil logic as is seen on Grand Cannon, which cannot be reproduced by shp turrets. Game does not render shadow for vxl turrets, but for shp turrets it does. QUICK_EDIT
the turrets location is handled by the 3d modeler when they render the .shp's frames. shp vehicles cannot
have voxel turrets, but stupidly enough, can have voxel turret barrels. also, turret shadows are broken and
do not render for .shp vehicles. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
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